コード例 #1
0
        public static void SetActiveConfig(string guid)
        {
            if (Instance == null)
            {
                return;
            }

            foreach (var config in Instance.appConfigs)
            {
                if (config.GetGuid() == guid)
                {
                    Instance.activeAppConfig = config;
                    EditorAppConfig.InitializeOnLoad();

                    if (Platform.IsUnityCloudBuild)
                    {
                        var activeConfig = EditorAppConfig.ActiveAppConfig;

                        // Telling all the app configs that a unity cloud build is about to begin
                        foreach (var settings in EditorAppConfig.GetActiveConfigSettings())
                        {
                            settings.OnUnityCloudBuildInitiated(activeConfig);
                        }
                    }

                    break;
                }
            }
        }
コード例 #2
0
        void IProcessSceneWithReport.OnProcessScene(Scene scene, BuildReport report)
        {
            var activeConfig = EditorAppConfig.ActiveAppConfig;

            foreach (var settings in EditorAppConfig.GetActiveConfigSettings())
            {
                settings.OnProcessScene(activeConfig, scene, report);
            }
        }
コード例 #3
0
        void IPreprocessBuildWithReport.OnPreprocessBuild(BuildReport report)
        {
            var activeConfig = EditorAppConfig.ActiveAppConfig;

            foreach (var settings in EditorAppConfig.GetActiveConfigSettings())
            {
                settings.OnPreproccessBuild(activeConfig, report);
            }
        }
コード例 #4
0
        void UnityEditor.Android.IPostGenerateGradleAndroidProject.OnPostGenerateGradleAndroidProject(string gradlePath)
        {
            var activeConfig = EditorAppConfig.ActiveAppConfig;

            foreach (var settings in EditorAppConfig.GetActiveConfigSettings())
            {
                settings.OnPostGenerateGradleAndroidProject(activeConfig, gradlePath);
            }
        }
コード例 #5
0
        public static void CreateAppConfig()
        {
            // Making sure EditorAppConfig path exists
            string editorAppConfigAssetPath = Path.Combine(AppConfigPath, EditorAppConfigAssetName);
            string editorAppConfigDirectory = Path.GetDirectoryName(editorAppConfigAssetPath);

            if (Directory.Exists(editorAppConfigDirectory) == false)
            {
                Directory.CreateDirectory(editorAppConfigDirectory);
            }

            // Making sure Root Config path exists
            string rootConfigAssetPath = Path.Combine(ConfigsPath, RootConfigName);

            if (Directory.Exists(ConfigsPath) == false)
            {
                Directory.CreateDirectory(ConfigsPath);
            }

            EditorAppConfig editorAppConfig = null;

            if (File.Exists(editorAppConfigAssetPath) == false)
            {
                var rootConfig = ScriptableObject.CreateInstance <AppConfig>();
                AssetDatabase.CreateAsset(rootConfig, rootConfigAssetPath);
                rootConfig = AssetDatabase.LoadAssetAtPath <AppConfig>(rootConfigAssetPath);

                editorAppConfig                  = ScriptableObject.CreateInstance <EditorAppConfig>();
                editorAppConfig.rootConfig       = rootConfig;
                editorAppConfig.defaultAppConfig = rootConfig;
                editorAppConfig.appConfigs       = new List <AppConfig> {
                    rootConfig
                };
                AssetDatabase.CreateAsset(editorAppConfig, editorAppConfigAssetPath);
                EditorUtility.SetDirty(editorAppConfig);

                AssetDatabase.SaveAssets();
            }
            else
            {
                editorAppConfig = AssetDatabase.LoadAssetAtPath <EditorAppConfig>(editorAppConfigAssetPath);
            }

            EditorBuildSettings.AddConfigObject(Namespace, editorAppConfig, true);
        }
コード例 #6
0
        private static void BuildPlayerHandler(BuildPlayerOptions options)
        {
            var activeConfig = EditorAppConfig.ActiveAppConfig;

            // Telling all the app configs that a user has started a build
            foreach (var settings in EditorAppConfig.GetActiveConfigSettings())
            {
                settings.OnUserBuildInitiated(activeConfig);
            }

            // Telling all the app configs to update player options
            foreach (var settings in EditorAppConfig.GetActiveConfigSettings())
            {
                options = settings.ChangeBuildPlayerOptions(activeConfig, options);
            }

            BuildPipeline.BuildPlayer(options);
        }
コード例 #7
0
        private static void PlayModeStateChanged(PlayModeStateChange state)
        {
            if (EditorApplication.isPlaying == false && EditorApplication.isPlayingOrWillChangePlaymode)
            {
                WriteRuntimeConfigFile();

                var activeConfig = EditorAppConfig.ActiveAppConfig;

                foreach (var settings in EditorAppConfig.GetActiveConfigSettings())
                {
                    settings.OnEnteringPlayMode(activeConfig);
                }
            }
            else if (state == PlayModeStateChange.ExitingPlayMode)
            {
                var activeConfig = EditorAppConfig.ActiveAppConfig;

                foreach (var settings in EditorAppConfig.GetActiveConfigSettings())
                {
                    settings.OnExitingPlayMode(activeConfig);
                }
            }
        }